[Modpack] Animals Modpack [2.5] -- 2.6 approaching

legumev
Member
 
Posts: 52
Joined: Thu Feb 21, 2013 11:43

by legumev » Fri Apr 05, 2013 12:04

Topywo wrote:
dove_g wrote:Is there any manual how to use MOBF?
I couldn't find it, but that doesn't necessarily mean it doesn't exist.

For example, my questions are:
1. how to catch vombie (hot to make vombie trap, what material is in middle?)
{'default:wood', 'default:wood','default:wood'},
{'default:wood', "animalmaterials:scale_golden",'default:wood'},
{'default:wood','default:wood','default:wood'},


2. how to catch wolf?
As far as I know with a bone, it will be tamed

3. what with animals, how to use them?
You can shave sheeps with scissors, get milk from a cow with a glass get feathers from a chicken, get meat from animals, probably there are more possibilities.

4. for what is used NET?
As far as I know/tried, catching fish and the rat. The lasso is used to catch the bigger animals. With the saddle you can ride an ostrich

Tnx.


Generally you can get info by reading the lua files of the animal modpack. Here you can find crafting recipes and the code what entities (animals) or nodes/craft(ed) items are supposed to do.
Recommended init.lua's: animalmaterials, barn, trap



I use the net to catch a wolf, then make it a dog
I kill a vombie with the sword, and put vombie traps around my houses. For the scale to craft the vombie trap, you must kill (with the sword) a gold fish.
 

User avatar
onpon4
Member
 
Posts: 517
Joined: Thu Mar 21, 2013 01:54

by onpon4 » Fri Apr 05, 2013 14:17

You can ride ostriches?! O_O

Well, now I know what they're there for.

There really does need to be a readme or something for this modpack.
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

by Sokomine » Fri Apr 05, 2013 14:23

There's a very good README in the mobf folder of the modpack. It explains which mobs are there, if they are hostile, what you can do with them, which crafts there are etc.
A list of my mods can be found here.
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

by Topywo » Fri Apr 05, 2013 15:13

Sokomine wrote:There's a very good README in the mobf folder of the modpack. It explains which mobs are there, if they are hostile, what you can do with them, which crafts there are etc.


Thanks! Didn't expect to find it there. Maybe it's an idea to move the README one directory/folder up.
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Fri Apr 05, 2013 15:46

Some information e.g. recips can be found here http://forum.minetest.net/viewtopic.php?id=629 too ;-).

Moving the README is a good idea, at least for zip files It'll be distributed in base folder.

Github version is recommended for ppl knowing what they do only. Those version contains lots of data not required for playing, thus the download is way bigger than required.

@korkut thanks for pointing at error reason I was already wondering why no damage was done anymore ;-)
Last edited by sapier on Fri Apr 05, 2013 15:46, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
 

deivan
Member
 
Posts: 452
Joined: Fri Feb 15, 2013 10:16

by deivan » Sat Apr 06, 2013 16:36

My version of this mod, from git don't is full operational, have another link to a operational version? I have invincible monsters from sand, stone a another strange effects...
 

Nebucad
Member
 
Posts: 13
Joined: Sat Apr 06, 2013 06:31

by Nebucad » Sun Apr 07, 2013 09:53

Hi,
I use the Mod and i love it but I got fierce problem with killing those Vombies.

4 Major things always happend:

* every now and again an Error-Message appears in form from "ERROR[ServerThread]: ServerEnvironment::deactivateFarObjects(): id=39 m_static_exists=true but static data doesn't actually exist in (-48,1,63)
WARNING: StaticObjectList::remove(): id=39 not found" - actually don't know if this mod cause those Errors.

* Vombies won't burn basically i hear the sound from them but no buring animations shows up

* muptiplie spawnd - vombies dont dissapear and followed by the next night 2 vombies share the same spot

* nearly impossible to kill those Vombies i made a steelsword and was hitting the vombie around 2 minutes than i just give up to kill him. at the same time i got hit from him have to heal up myself 2 times.

Well this seemd to me like some major problems or i just didn`t catch up how this mod works. I'm glad to get some hint. If you need more information just drop some lines i`ll get it for you.



EDIT:
Additional informations for my found problem:

12:17:05: ACTION[ServerThread]: MOBF: Your mob table: 625E4438 dropt into water moving to (-707.50604248047,3.7000000476837,1036.4768066406) state: drop

12:17:05: ACTION[ServerThread]: singleplayer punches object 15: LuaEntitySAO at (-745.8,-2.3,1024)

12:17:05: ACTION[ServerThread]: LuaEntitySAO at (-745.8,-2.3,1024) punched by player singleplayer, damage 0 hp, health now 6 hp

blocks repeat:

12:17:06: ACTION[ServerThread]: LuaEntitySAO at (-745.8,-2.3,1024) punched by player singleplayer, damage 0 hp, health now 6 hp
12:17:06: ACTION[ServerThread]: singleplayer punches object 15: LuaEntitySAO at (-745.8,-2.3,1023.9)
12:17:06: ACTION[ServerThread]: LuaEntitySAO at (-745.8,-2.3,1023.9) punched by player singleplayer, damage 0 hp, health now 6 hp
12:17:06: ACTION[ServerThread]: singleplayer punches object 15: LuaEntitySAO at (-745.8,-2.3,1024)
12:17:06: ACTION[ServerThread]: LuaEntitySAO at (-745.8,-2.3,1024) punched by player singleplayer, damage 0 hp, health now 6 hp
12:17:07: ACTION[ServerThread]: singleplayer punches object 15: LuaEntitySAO at (-745.8,-2.3,1024)
12:17:07: ACTION[ServerThread]: LuaEntitySAO at (-745.8,-2.3,1024) punched by player singleplayer, damage 0 hp, health now 6 hp
Last edited by Nebucad on Sun Apr 07, 2013 10:20, edited 1 time in total.
 

legumev
Member
 
Posts: 52
Joined: Thu Feb 21, 2013 11:43

by legumev » Sun Apr 07, 2013 13:03

Until a fix is done, you need to apply Korkut's workaround (see post 936) to kill mobs
 

Nebucad
Member
 
Posts: 13
Joined: Sat Apr 06, 2013 06:31

by Nebucad » Sun Apr 07, 2013 14:14

legumev wrote:Until a fix is done, you need to apply Korkut's workaround (see post 936) to kill mobs


I add the code like you posted on 936, thank you for your help this work right now fine.
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Sun Apr 07, 2013 15:55

I've just released first preview version of 2.1 plz start testing
known Issues:
mobf_settings -> Tools menu doesn't work correct (bugfix in minetest required)
fighting -> no harm is done to mobs ... not quite sure what I did wrong when switching to new damage mechanism ... any suggestions?
DON'T mention coding style!
(c) sapier all rights reserved
 

Secret_Guy_3
Member
 
Posts: 16
Joined: Mon Mar 25, 2013 00:10

by Secret_Guy_3 » Sun Apr 07, 2013 16:24

Would you mind adding boss mob?
Map Maker and other stuff.
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Sun Apr 07, 2013 21:52

no but the bigger the mobs the more difficult to get a at least somehow reasonable movement and I don't have any models for boss mobs ;-)
DON'T mention coding style!
(c) sapier all rights reserved
 

deivan
Member
 
Posts: 452
Joined: Fri Feb 15, 2013 10:16

by deivan » Sun Apr 07, 2013 22:07

Maybe a boss-swarm-like (many small monsters)?
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Sun Apr 07, 2013 22:47

swarm movement is a quite interesting problem ... but even more complicated to get done in a at least somehow good looking way
DON'T mention coding style!
(c) sapier all rights reserved
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

by Sokomine » Sun Apr 07, 2013 23:45

Swarm movement...do you know about that automatic item pick? It is part of skyblock IIRC. Chop down a tree - and a horde of leaves will "attack" you and jump into your inventory. Stupid "moving at the position of the player" might do. Only...how to defend against them?
A list of my mods can be found here.
 

deivan
Member
 
Posts: 452
Joined: Fri Feb 15, 2013 10:16

by deivan » Mon Apr 08, 2013 01:04

I thinking in many small monsters like the slime mod. :)
 

Jouster27
Member
 
Posts: 117
Joined: Fri Mar 29, 2013 14:16

by Jouster27 » Mon Apr 08, 2013 04:44

I noticed that the ostrich eggs were displaying as "Unknown". I took a look at the files and found the following:

animalmaterials init.lua
minetest.register_craftitem("animalmaterials:egg_big", {
description = "Egg (big)",
image = "animalmaterials_egg_big.png",
stack_max=5

...

animalmaterialsdata["animalmaterials_egg_big"] = {
graphics_3d = {
visual = "mesh",
mesh = "animalmaterials_egg_ent.b3d",
textures = { "animalmaterials_egg_ent_mesh.png" },
collisionbox = { -0.24,-0.25,-0.24,0.24,0.25,0.24 },
visual_size = {x=2,y=2,z=2},
}


mob_ostrich init.lua
random_drop = {
result="animalmaterials:big_egg",
min_delay=300,
chance=0.1


Not sure if it's supposed to be "big_egg" or "egg_big" but I've got a strong suspicion they're supposed to match. Would someone fix this, please?
 

korkut
New member
 
Posts: 4
Joined: Tue Apr 02, 2013 02:13

by korkut » Mon Apr 08, 2013 12:54

sapier wrote:I've just released first preview version of 2.1 plz start testing
known Issues:
mobf_settings -> Tools menu doesn't work correct (bugfix in minetest required)
fighting -> no harm is done to mobs ... not quite sure what I did wrong when switching to new damage mechanism ... any suggestions?


let's look at old vombie
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
 armor_groups= {
   fleshy=3,
   daemon=1,
 }


Each key describe the "element" that can damage the mob. Number indicates the purity of the element, i.e. vombie has a "3" fleshiness which is ordinary, while "1" is highly daemonic. Lower the rating, lesser affected the mob by the element. My workaround maps ratings something like {33,50,100,133}. New code replaces ratings with straight percentages, so it is basicaly a damage multiplier for the given element now.

Now the steel sword in default common:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
tool_capabilities = {
full_punch_interval = 0.8,
max_drop_level=1,
groupcaps={
  snappy={times={[1]=2.5, [2]=1.20, [3]=0.35}, uses=30, maxlevel=2},
},
damage_groups = {fleshy=6},
}


It simply says 6 damage to ordinary flesh targets. So a hypotetical daemonic weapon with damage_groups = {daemon=9} would deal 33% * 9 = 3 damage and the steel sword will 100%*6=6 damage. You can add an "angelic" key with value 1000 to vombie and a garlic mallet with {angelic=1} would deal 10 damage.

Correct fix would be replacing rating definitions of all the mobs with balanced percentages.
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Mon Apr 08, 2013 19:14

Jouster27 you're right I'll fix this thx
korkut thx too I think I may have just to do some fine tuning with the values ... at least stone sword seams to do some damage
DON'T mention coding style!
(c) sapier all rights reserved
 

Jouster27
Member
 
Posts: 117
Joined: Fri Mar 29, 2013 14:16

by Jouster27 » Sat Apr 13, 2013 03:27

I'm getting errors while trying to capture a wolf (or dog, whichever the grey one is):

22:21:26: ACTION[ServerThread]: Jouster punches object 2: LuaEntitySAO at (-177.395,24,89.1855)
22:21:26: ACTION[ServerThread]: LuaEntitySAO at (-177.395,24,89.1855) punched by player Jouster, damage 0 hp, health now 5 hp
22:21:26: ACTION[ServerThread]: Jouster leaves game. List of players: Elzzira
22:21:27: ERROR[main]: ServerError: LuaError: error running function 'on_punch': ...dmods/animals_modpack-mobf_2_1_dev/mobf/fighting.lua:194: attempt to compare number with nil
22:21:27: ERROR[main]: stack traceback:


I got similar errors when trying to punch a vombie as well.
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Sun Apr 14, 2013 18:08

I've just released a new prerelease version of mobf.

Plz have a closer look at behaviour of vombie if you have latest core with pathfinding support.

2.0.81 is now feature complete, only polishing will be done until 2.1

@Jouster27 this bug should be fixed in 2.0.81 too
Last edited by sapier on Sun Apr 14, 2013 18:09, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
 

Jouster27
Member
 
Posts: 117
Joined: Fri Mar 29, 2013 14:16

by Jouster27 » Mon Apr 15, 2013 02:43

Sorry Sapier, dev 2.1 gives the following error:
21:38:14: ERROR[main]: ========== ERROR FROM LUA ===========
21:38:14: ERROR[main]: Failed to load and run script from
21:38:14: ERROR[main]: /home/jouster/.minetest/worlds/Jasoom/worldmods/animals/mobf/init.lua:
21:38:14: ERROR[main]: ...netest/worlds/Jasoom/worldmods/animals/mobf/init.lua:54: module 'luatrace' not found:
21:38:14: ERROR[main]: no field package.preload['luatrace']
21:38:14: ERROR[main]: no file './luatrace.lua'
21:38:14: ERROR[main]: no file '/usr/local/share/lua/5.1/luatrace.lua'
21:38:14: ERROR[main]: no file '/usr/local/share/lua/5.1/luatrace/init.lua'
21:38:14: ERROR[main]: no file '/usr/local/lib/lua/5.1/luatrace.lua'
21:38:14: ERROR[main]: no file '/usr/local/lib/lua/5.1/luatrace/init.lua'
21:38:14: ERROR[main]: no file './luatrace.so'
21:38:14: ERROR[main]: no file '/usr/local/lib/lua/5.1/luatrace.so'
21:38:14: ERROR[main]: no file '/usr/local/lib/lua/5.1/loadall.so'
21:38:14: ERROR[main]: stack traceback:
21:38:14: ERROR[main]: [C]: in function 'require'
21:38:14: ERROR[main]: ...netest/worlds/Jasoom/worldmods/animals/mobf/init.lua:54: in main chunk
21:38:14: ERROR[main]: =======END OF ERROR FROM LUA ========


I'll try the new 2.0.82 now...
 

Jouster27
Member
 
Posts: 117
Joined: Fri Mar 29, 2013 14:16

by Jouster27 » Mon Apr 15, 2013 03:15

Well, I tried 2.0.82. At least I can get this version to run but it still has the same problem. When I click the wolf with a lasso, the game crashes:
sapier wrote:22:11:45: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie_spawner_at_night" not defined
22:11:45: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie_spawner_at_night" not defined
22:11:50: ACTION[ServerThread]: singleplayer punches object 5: LuaEntitySAO at (-181.972,24,91.3924)
22:11:50: ACTION[ServerThread]: LuaEntitySAO at (-181.972,24,91.3924) punched by player singleplayer, damage 0 hp, health now 5 hp
22:11:50: ACTION[ServerThread]: singleplayer leaves game. List of players:
22:11:51: ERROR[main]: ServerError: LuaError: error running function 'on_punch': ...m/worldmods/animals_modpack-2.0.82/mobf/fighting.lua:194: attempt to compare number with nil
22:11:51: ERROR[main]: stack traceback:


In addition, I had the vombie spawning turned-on at one point but turned it off. Now I've got an unknown object that I can't get rid of.
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Tue Apr 16, 2013 20:51

Jouster27 fixed fighting crash in git version will be included in 2.0.83
thanks for your bug report
Last edited by sapier on Tue Apr 16, 2013 20:52, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
 

clarksallador
Member
 
Posts: 57
Joined: Sun Sep 30, 2012 03:18

by clarksallador » Wed Apr 17, 2013 08:00

i have a question:
why cant i kill a mob?i tried hitting them with every item but still no damage ... can you help me please
 

User avatar
Calinou
Member
 
Posts: 3124
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou

by Calinou » Wed Apr 17, 2013 08:40

clarksallador wrote:i have a question:
why cant i kill a mob?i tried hitting them with every item but still no damage ... can you help me please


Update Minetest to 0.4.6 -- see http://minetest.net/download.
 

clarksallador
Member
 
Posts: 57
Joined: Sun Sep 30, 2012 03:18

by clarksallador » Wed Apr 17, 2013 09:30

i have the latest update .. but still cannot kill a mob
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11

by jojoa1997 » Wed Apr 17, 2013 09:34

Do you have the dev version or stable?
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

clarksallador
Member
 
Posts: 57
Joined: Sun Sep 30, 2012 03:18

by clarksallador » Wed Apr 17, 2013 09:37

@jojoa1997- yeah i have it
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Wed Apr 17, 2013 10:44

@all
if you have found a bug plz try to add following information:
(exact) Minetest version
(exact) Mobf version
Last lines of console trace (everything that may be related, number of lines varies dependig on error)
DON'T mention coding style!
(c) sapier all rights reserved
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 6 guests

cron